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 Post subject: Client-side timers
PostPosted: Fri Apr 17, 2009 3:05 am 
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I want to add hunger/thirst. Would using client-side timers be a bad idea?


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 Post subject: Re: Client-side timers
PostPosted: Fri Apr 17, 2009 3:07 am 
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Yes...

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 Post subject: Re: Client-side timers
PostPosted: Fri Apr 17, 2009 5:41 am 
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Midgard has a hunger system. Client side is definitely a bad idea. What I did in midgard was use the existing (and unused) SP stat. The code already exist server side for regenerating HP, MP, and SP periodically. All I did was reverse the formula for SP to make it go backwards. Pretty much just as easy as changing a + to a -

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 Post subject: Re: Client-side timers
PostPosted: Fri Apr 17, 2009 12:16 pm 
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You never want anything controlled by the client. It is easily hackable.


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 Post subject: Re: Client-side timers
PostPosted: Fri Apr 17, 2009 2:46 pm 
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Anything client side is bad, unless it's only used to make the client smoother, and the actual calculations and checks are done server-side.

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 Post subject: Re: Client-side timers
PostPosted: Fri Apr 17, 2009 3:30 pm 
You can have the timer count down on the client, but make sure there's another one counting down on the server as well. Saves packets and what not from being sent every single time it needs to drop a bit.


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 Post subject: Re: Client-side timers
PostPosted: Fri Apr 17, 2009 7:56 pm 
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I figured as much.

I think copying the HP stuff and using the regen code to take it away is probably my best option. Thanks Rian.


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 Post subject: Re: Client-side timers
PostPosted: Fri Apr 17, 2009 8:28 pm 
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Rian wrote:
Midgard has a hunger system. Client side is definitely a bad idea. What I did in midgard was use the existing (and unused) SP stat. The code already exist server side for regenerating HP, MP, and SP periodically. All I did was reverse the formula for SP to make it go backwards. Pretty much just as easy as changing a + to a -


Could this same method be applied to stat buffs? When the buff is activated, the SP (for example) starts to decrease, when it reaches 0, the buff is removed.


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 Post subject: Re: Client-side timers
PostPosted: Fri Apr 17, 2009 8:39 pm 
Yupp.


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 Post subject: Re: Client-side timers
PostPosted: Fri Apr 17, 2009 8:50 pm 
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Well, I wouldn't want to remove the buff based on a stat reaching 0. Rather go straight to the source using a gettickcount in the server loop.

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 Post subject: Re: Client-side timers
PostPosted: Wed Dec 15, 2021 5:08 am 
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 Post subject: Re: Client-side timers
PostPosted: Thu Feb 10, 2022 2:48 pm 
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 Post subject: Re: Client-side timers
PostPosted: Sun Mar 13, 2022 2:35 am 
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 Post subject: Re: Client-side timers
PostPosted: Thu Jun 16, 2022 4:01 am 
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 Post subject: Re: Client-side timers
PostPosted: Sat Sep 10, 2022 9:49 pm 
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 Post subject: Re: Client-side timers
PostPosted: Fri Nov 04, 2022 6:16 am 
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 Post subject: Re: Client-side timers
PostPosted: Sat Dec 10, 2022 10:46 pm 
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